add game&rawdata
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42
gamedata/shaders/r3/deffer_base_flat.ps
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42
gamedata/shaders/r3/deffer_base_flat.ps
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#include "common.h"
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#include "sload.h"
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f_deffer main( p_flat I )
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{
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f_deffer O;
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// diffuse
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float3 D = tbase (I.tcdh); // IN: rgb.a
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#ifdef USE_TDETAIL
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// D.rgb = 2*D.rgb*tex2D (s_detail, I.tcdbump).rgb;
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D.rgb = 2*D.rgb * s_detail.Sample( smp_base, I.tcdbump ).rgb;
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#endif
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// hemi,sun,material
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float ms = xmaterial ;
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#ifdef USE_LM_HEMI
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// float4 lm = tex2D( s_hemi, I.lmh );
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float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh );
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// float h = dot( lm.rgb, 1.h/3.h );
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float h = get_hemi(lm);
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# ifdef USE_R2_STATIC_SUN
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// ms = lm.w ;
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ms = get_sun(lm);
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# endif
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#else
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float h = I.position.w ;
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# ifdef USE_R2_STATIC_SUN
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ms = I.tcdh.w ;
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# endif
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#endif
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// 2. Standart output
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float4 Ne = float4( normalize((float3)I.N.xyz), h );
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O = pack_gbuffer(
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Ne,
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float4( I.position.xyz + Ne.xyz*def_virtualh/2.h, ms ),
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float4( D.rgb, def_gloss ) ); // OUT: rgb.gloss
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return O;
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}
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